// webgl/webgl_interactive_lines.js
import {document,window,requestAnimationFrame,cancelAnimationFrame,Event,core,performance} from 'dhtml-weixin';
import * as THREE from '../three/Three.js';
import Stats from './jsm/libs/stats.module.js';
var requestId
Page({
	   
         onUnload() {
	   		cancelAnimationFrame(requestId, this.canvas)
this.worker && this.worker.terminate()
		setTimeout(() => {
			if (this.renderer instanceof THREE.WebGLRenderer) {
				this.renderer.dispose()
				this.renderer.forceContextLoss()
				this.renderer.context = null
				this.renderer.domElement = null
				this.renderer = null
			}
		}, 0)
        
	},
         webgl_touch(e) {
        const web_e = Event.fix(e)
        //window.dispatchEvent(web_e)
        //document.dispatchEvent(web_e)
        this.canvas.dispatchEvent(web_e)
    },
async onLoad() {
        const canvas3d = this.canvas =await document.createElementAsync("canvas","webgl")
var that = this

        let container, stats;
        let camera, scene, raycaster, renderer, parentTransform, sphereInter;

        const pointer = new THREE.Vector2();
        const radius = 100;
        let theta = 0;

        init();
        animate();

        function init() {

            container = document.createElement( 'div' );
            document.body.appendChild( container );

            const info = document.createElement( 'div' );
            info.style.position = 'absolute';
            info.style.top = '10px';
            info.style.width = '100%';
            info.style.textAlign = 'center';
            info.innerHTML = '<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - interactive lines';
            container.appendChild( info );

            camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 );

            scene = new THREE.Scene();
            scene.background = new THREE.Color( 0xf0f0f0 );

            const geometry = new THREE.SphereGeometry( 5 );
            const material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );

            sphereInter = new THREE.Mesh( geometry, material );
            sphereInter.visible = false;
            scene.add( sphereInter );

            const lineGeometry = new THREE.BufferGeometry();
            const points = [];

            const point = new THREE.Vector3();
            const direction = new THREE.Vector3();

            for ( let i = 0; i < 50; i ++ ) {

                direction.x += Math.random() - 0.5;
                direction.y += Math.random() - 0.5;
                direction.z += Math.random() - 0.5;
                direction.normalize().multiplyScalar( 10 );

                point.add( direction );
                points.push( point.x, point.y, point.z );

            }

            lineGeometry.setAttribute( 'position', new THREE.Float32BufferAttribute( points, 3 ) );

            parentTransform = new THREE.Object3D();
            parentTransform.position.x = Math.random() * 40 - 20;
            parentTransform.position.y = Math.random() * 40 - 20;
            parentTransform.position.z = Math.random() * 40 - 20;

            parentTransform.rotation.x = Math.random() * 2 * Math.PI;
            parentTransform.rotation.y = Math.random() * 2 * Math.PI;
            parentTransform.rotation.z = Math.random() * 2 * Math.PI;

            parentTransform.scale.x = Math.random() + 0.5;
            parentTransform.scale.y = Math.random() + 0.5;
            parentTransform.scale.z = Math.random() + 0.5;

            for ( let i = 0; i < 50; i ++ ) {

                let object;

                const lineMaterial = new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );

                if ( Math.random() > 0.5 ) {

                    object = new THREE.Line( lineGeometry, lineMaterial );

                } else {

                    object = new THREE.LineSegments( lineGeometry, lineMaterial );

                }

                object.position.x = Math.random() * 400 - 200;
                object.position.y = Math.random() * 400 - 200;
                object.position.z = Math.random() * 400 - 200;

                object.rotation.x = Math.random() * 2 * Math.PI;
                object.rotation.y = Math.random() * 2 * Math.PI;
                object.rotation.z = Math.random() * 2 * Math.PI;

                object.scale.x = Math.random() + 0.5;
                object.scale.y = Math.random() + 0.5;
                object.scale.z = Math.random() + 0.5;

                parentTransform.add( object );

            }

            scene.add( parentTransform );

            raycaster = new THREE.Raycaster();
            raycaster.params.Line.threshold = 3;

            renderer = that.renderer = new THREE.WebGLRenderer( { canvas:canvas3d,antialias: true } );
            renderer.setPixelRatio( window.devicePixelRatio );
            renderer.setSize( window.innerWidth, window.innerHeight );
            container.appendChild( renderer.domElement );

            stats = new Stats();
            container.appendChild( stats.dom );

            document.addEventListener( 'pointermove', onPointerMove );

            //

            window.addEventListener( 'resize', onWindowResize );

        }

        function onWindowResize() {

            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();

            renderer.setSize( window.innerWidth, window.innerHeight );

        }

        function onPointerMove( event ) {

            pointer.x = ( event.clientX / window.innerWidth ) * 2 - 1;
            pointer.y = - ( event.clientY / window.innerHeight ) * 2 + 1;

        }

        //

        function animate() {

            requestId = requestAnimationFrame(animate);

            render();
           // //stats.update();

        }

        function render() {

            theta += 0.1;

            camera.position.x = radius * Math.sin( THREE.MathUtils.degToRad( theta ) );
            camera.position.y = radius * Math.sin( THREE.MathUtils.degToRad( theta ) );
            camera.position.z = radius * Math.cos( THREE.MathUtils.degToRad( theta ) );
            camera.lookAt( scene.position );

            camera.updateMatrixWorld();

            // find intersections

            raycaster.setFromCamera( pointer, camera );

            const intersects = raycaster.intersectObjects( parentTransform.children, true );

            if ( intersects.length > 0 ) {

                sphereInter.visible = true;
                sphereInter.position.copy( intersects[ 0 ].point );

            } else {

                sphereInter.visible = false;

            }

            renderer.render( scene, camera );

        }
    }
})